Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Akella; Alexander Filatow; Metalheart: Replicants Rampage
<a href=http://rpgvault.ign.com>RPG Vault</a> posted an <a href=http://rpgvault.ign.com/articles/449/449429p1.html>interview</a> with <b>Alexander Filatow</b>, Chief Programmer of <a href=http://www.akella.com/pub-metalheart-en.shtml>Metalheart: Replicants Rampage</a>, a <b>turn-based, cyberpunk</b> game.
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<blockquote><b>Jonric</b>: As an introduction, what kind of game is Metalheart: Replicants Rampage? What are the main i the design and gameplay influences, and to what does the title refer?
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<b>Alexander Filatow</b>: Metalheart is a classical turn-based RPG. The main feature is character development with the usage of many futuristic implants and gadgets, which is mostly influenced by the pen and paper cyberpunk RPG Shadowrun and computer games like Deus Ex and Syndicate. A character may completely change his identity by using special devices, replacing his body parts and adding special functions. Beyond this, the game's flow will be very similar to Fallout, although the game takes place in the far future, on another planet where the rules are sort of like those in the Mad Max movies.
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<b>Jonric</b>: How much backstory is there leading up to the start of the game? What's the story about, and how linear or open-ended will it be?
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<b>Alexander Filatow</b>: The background story is actually very straightforward; the basics are similar to some Star Trek episodes and science fiction movies. A starship captain and his female co-pilot survive an emergency landing on a planet. The whole game is the story of their survival. As a side effect they also save the world.
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The story will be pretty linear, but with some interesting twists. Depending on your relationship with different groups (mutants, replicants, cyborgs), you will solve the same objectives in the different ways. For example, if you want to continue your travel, you need a very special item located in the cyborg city:
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Situation 1: You are at war with the cyborgs, so you attack them and steal the item.
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Situation 2: Same objective, but the cyborgs are your friends. You receive a quest from them and obtain the item upon accomplishing it.
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Beyond that, there will be an unlimited amount of computer-generated quests off the main story path, allowing you to play the game as long as you want.</blockquote>
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Fallout meets Shadowrun and you can play it for as long as you want! Sounds great in theory, hopefully it would be as good as they say
<br>
<a href=http://rpgvault.ign.com>RPG Vault</a> posted an <a href=http://rpgvault.ign.com/articles/449/449429p1.html>interview</a> with <b>Alexander Filatow</b>, Chief Programmer of <a href=http://www.akella.com/pub-metalheart-en.shtml>Metalheart: Replicants Rampage</a>, a <b>turn-based, cyberpunk</b> game.
<br>
<br>
<blockquote><b>Jonric</b>: As an introduction, what kind of game is Metalheart: Replicants Rampage? What are the main i the design and gameplay influences, and to what does the title refer?
<br>
<br>
<b>Alexander Filatow</b>: Metalheart is a classical turn-based RPG. The main feature is character development with the usage of many futuristic implants and gadgets, which is mostly influenced by the pen and paper cyberpunk RPG Shadowrun and computer games like Deus Ex and Syndicate. A character may completely change his identity by using special devices, replacing his body parts and adding special functions. Beyond this, the game's flow will be very similar to Fallout, although the game takes place in the far future, on another planet where the rules are sort of like those in the Mad Max movies.
<br>
<br>
<b>Jonric</b>: How much backstory is there leading up to the start of the game? What's the story about, and how linear or open-ended will it be?
<br>
<br>
<b>Alexander Filatow</b>: The background story is actually very straightforward; the basics are similar to some Star Trek episodes and science fiction movies. A starship captain and his female co-pilot survive an emergency landing on a planet. The whole game is the story of their survival. As a side effect they also save the world.
<br>
<br>
The story will be pretty linear, but with some interesting twists. Depending on your relationship with different groups (mutants, replicants, cyborgs), you will solve the same objectives in the different ways. For example, if you want to continue your travel, you need a very special item located in the cyborg city:
<br>
Situation 1: You are at war with the cyborgs, so you attack them and steal the item.
<br>
Situation 2: Same objective, but the cyborgs are your friends. You receive a quest from them and obtain the item upon accomplishing it.
<br>
Beyond that, there will be an unlimited amount of computer-generated quests off the main story path, allowing you to play the game as long as you want.</blockquote>
<br>
Fallout meets Shadowrun and you can play it for as long as you want! Sounds great in theory, hopefully it would be as good as they say
<br>